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Finish CSamusDoll
This commit is contained in:
96
Runtime/Graphics/Shaders/CPhazonSuitFilter.cpp
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96
Runtime/Graphics/Shaders/CPhazonSuitFilter.cpp
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@@ -0,0 +1,96 @@
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#include "CPhazonSuitFilter.hpp"
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namespace urde
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{
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void CPhazonSuitFilter::drawBlurPasses(float radius, const CTexture* indTex)
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{
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if (!m_dataBind || indTex != m_indTex)
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{
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m_indTex = indTex;
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m_gfxTok = CGraphics::CommitResources(
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[this](boo::IGraphicsDataFactory::Context& ctx)
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{
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m_uniBufBlurX = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
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m_uniBufBlurY = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f) * 2, 1);
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struct BlurVert
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{
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zeus::CVector3f pos;
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zeus::CVector2f uv;
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} blurVerts[4] =
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{
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{{-1.f, 1.f, 0.f}, {0.f, 1.f}},
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{{-1.f, -1.f, 0.f}, {0.f, 0.f}},
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{{ 1.f, 1.f, 0.f}, {1.f, 1.f}},
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{{ 1.f, -1.f, 0.f}, {1.f, 0.f}}
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};
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m_blurVbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, blurVerts, sizeof(BlurVert), 4);
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struct Vert
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{
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zeus::CVector3f pos;
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zeus::CVector2f screenUv;
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zeus::CVector2f indUv;
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zeus::CVector2f maskUv;
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} verts[4] =
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{
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{{-1.f, 1.f, 0.f}, {0.01f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
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{{-1.f, -1.f, 0.f}, {0.01f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}},
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{{ 1.f, 1.f, 0.f}, {0.99f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
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{{ 1.f, -1.f, 0.f}, {0.99f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}}
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};
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m_vbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, verts, sizeof(Vert), 4);
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m_dataBind = TShader<CPhazonSuitFilter>::BuildShaderDataBinding(ctx, *this);
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return true;
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});
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}
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SClipScreenRect rect;
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rect.x4_left = g_Viewport.x0_left;
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rect.x8_top = g_Viewport.x4_top;
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rect.xc_width = g_Viewport.x8_width;
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rect.x10_height = g_Viewport.xc_height;
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/* X Pass */
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zeus::CVector4f blurDir = zeus::CVector4f{2.f * radius / g_Viewport.x8_width, 0.f, 0.f, 0.f};
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m_uniBufBlurX->load(&blurDir, sizeof(zeus::CVector4f));
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CGraphics::SetShaderDataBinding(m_dataBindBlurX);
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CGraphics::DrawArray(0, 4);
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CGraphics::ResolveSpareTexture(rect, 2);
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/* Y Pass */
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blurDir = zeus::CVector4f{0.f, 2.f * radius / g_Viewport.xc_height, 0.f, 0.f};
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m_uniBufBlurY->load(&blurDir, sizeof(zeus::CVector4f));
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CGraphics::SetShaderDataBinding(m_dataBindBlurY);
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CGraphics::DrawArray(0, 4);
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CGraphics::ResolveSpareTexture(rect, 2);
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}
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void CPhazonSuitFilter::draw(const zeus::CColor& color,
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float indScale, float indOffX, float indOffY)
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{
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struct Uniform
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{
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zeus::CColor color;
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zeus::CVector4f indScaleOff;
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} uniform =
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{
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color,
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zeus::CVector4f(indScale, indScale, indOffX, indOffY)
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};
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m_uniBuf->load(&uniform, sizeof(Uniform));
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CGraphics::SetShaderDataBinding(m_dataBind);
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CGraphics::DrawArray(0, 4);
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}
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void CPhazonSuitFilter::Shutdown() {}
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URDE_SPECIALIZE_SHADER(CPhazonSuitFilter)
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}
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39
Runtime/Graphics/Shaders/CPhazonSuitFilter.hpp
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39
Runtime/Graphics/Shaders/CPhazonSuitFilter.hpp
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@@ -0,0 +1,39 @@
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#ifndef __URDE_CPHAZONSUITFILTER_HPP__
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#define __URDE_CPHAZONSUITFILTER_HPP__
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#include "TShader.hpp"
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namespace urde
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{
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class CTexture;
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class CPhazonSuitFilter
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{
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friend struct CPhazonSuitFilterGLDataBindingFactory;
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friend struct CPhazonSuitFilterVulkanDataBindingFactory;
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friend struct CPhazonSuitFilterMetalDataBindingFactory;
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friend struct CPhazonSuitFilterD3DDataBindingFactory;
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boo::GraphicsDataToken m_gfxTok;
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boo::IGraphicsBufferD* m_uniBufBlurX;
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boo::IGraphicsBufferD* m_uniBufBlurY;
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boo::IGraphicsBufferD* m_uniBuf;
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boo::IGraphicsBufferS* m_blurVbo;
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boo::IGraphicsBufferS* m_vbo;
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const CTexture* m_indTex = nullptr;
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boo::IShaderDataBinding* m_dataBindBlurX = nullptr;
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boo::IShaderDataBinding* m_dataBindBlurY = nullptr;
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boo::IShaderDataBinding* m_dataBind = nullptr;
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public:
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void drawBlurPasses(float radius, const CTexture* indTex);
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void draw(const zeus::CColor& color,
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float indScale, float indOffX, float indOffY);
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using _CLS = CPhazonSuitFilter;
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#include "TShaderDecl.hpp"
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};
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}
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#endif // __URDE_CPHAZONSUITFILTER_HPP__
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340
Runtime/Graphics/Shaders/CPhazonSuitFilterGLSL.cpp
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340
Runtime/Graphics/Shaders/CPhazonSuitFilterGLSL.cpp
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@@ -0,0 +1,340 @@
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#include "CPhazonSuitFilter.hpp"
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#include "TShader.hpp"
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#include "Graphics/CTexture.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 screenUvIn;\n"
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"layout(location=2) in vec4 indUvIn;\n"
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"layout(location=3) in vec4 maskUvIn;\n"
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"\n"
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"UBINDING0 uniform PhazonSuitUniform\n"
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"{\n"
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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = color;\n"
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" vtf.indScaleOff = indScaleOff;\n"
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" vtf.screenUv = screenUvIn.xy;\n"
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" vtf.indUv = indUvIn.xy;\n"
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" vtf.maskUv = maskUvIn.xy;\n"
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" gl_Position = vec4(posIn.xyz, 1.0);\n"
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"}\n";
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static const char* IndFS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D screenTex;\n"
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"TBINDING1 uniform sampler2D indTex;\n"
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"TBINDING2 uniform sampler2D maskTex;\n"
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"TBINDING3 uniform sampler2D maskTexBlur;\n"
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"void main()\n"
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"{\n"
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" vec2 indUv = (texture(indTex, vtf.indUv).rg - vec2(0.5, 0.5)) * \n"
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" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
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" colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * \n"
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" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D screenTex;\n"
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"TBINDING1 uniform sampler2D maskTex;\n"
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"TBINDING2 uniform sampler2D maskTexBlur;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(screenTex, vtf.screenUv) * \n"
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" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
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"}\n";
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static const char* BlurVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=3) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform PhazonSuitBlurUniform\n"
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"{\n"
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" vec4 blurDir;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec2 uv;\n"
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" vec2 blurDir;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
|
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" vtf.uv = uvIn.xy;\n"
|
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" vtf.blurDir = blurDir.xy;\n"
|
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" gl_Position = vec4(posIn.xyz, 1.0);\n"
|
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"}\n";
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static const char* BlurFS =
|
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"#version 330\n"
|
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BOO_GLSL_BINDING_HEAD
|
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"struct VertToFrag\n"
|
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"{\n"
|
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" vec2 uv;\n"
|
||||
" vec2 blurDir;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SBINDING(0) in VertToFrag vtf;\n"
|
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"layout(location=0) out vec4 colorOut;\n"
|
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"TBINDING0 uniform sampler2D maskTex;\n"
|
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"void main()\n"
|
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"{\n"
|
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" //this will be our alpha sum\n"
|
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" float sum = 0.0;\n"
|
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"\n"
|
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" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
|
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"\n"
|
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" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
|
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" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
|
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" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
|
||||
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
|
||||
"\n"
|
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" sum += texture(maskTex, vtf.uv).a * 0.2270270270;\n"
|
||||
"\n"
|
||||
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
|
||||
" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
|
||||
" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
|
||||
" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
|
||||
"\n"
|
||||
" colorOut = vec4(1.0, 1.0, 1.0, sum);\n"
|
||||
"}\n";
|
||||
|
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URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
|
||||
|
||||
static boo::IVertexFormat* s_VtxFmt = nullptr;
|
||||
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
|
||||
static boo::IShaderPipeline* s_IndPipeline = nullptr;
|
||||
static boo::IShaderPipeline* s_Pipeline = nullptr;
|
||||
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
|
||||
|
||||
struct CPhazonSuitFilterGLDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
|
||||
{
|
||||
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
|
||||
CPhazonSuitFilter& filter)
|
||||
{
|
||||
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
|
||||
|
||||
const boo::VertexElementDescriptor BlurVtxVmt[] =
|
||||
{
|
||||
{filter.m_blurVbo, nullptr, boo::VertexSemantic::Position4},
|
||||
{filter.m_blurVbo, nullptr, boo::VertexSemantic::UV4}
|
||||
};
|
||||
boo::IVertexFormat* blurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
|
||||
|
||||
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
|
||||
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
|
||||
boo::ITexture* texs[4];
|
||||
int texBindIdxs[4];
|
||||
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 1;
|
||||
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
bufs[0] = filter.m_uniBufBlurY;
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 2;
|
||||
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
const boo::VertexElementDescriptor VtxVmt[] =
|
||||
{
|
||||
{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
|
||||
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 1},
|
||||
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 2}
|
||||
};
|
||||
boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(4, VtxVmt);
|
||||
|
||||
bufs[0] = filter.m_uniBuf;
|
||||
size_t texCount;
|
||||
if (filter.m_indTex)
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = filter.m_indTex->GetBooTexture();
|
||||
texBindIdxs[1] = 0;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 1;
|
||||
texs[3] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[3] = 2;
|
||||
texCount = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[1] = 1;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 2;
|
||||
texCount = 3;
|
||||
}
|
||||
|
||||
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
|
||||
vtxFmt, filter.m_vbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
|
||||
}
|
||||
};
|
||||
|
||||
#if BOO_HAS_VULKAN
|
||||
struct CPhazonSuitFilterVulkanDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
|
||||
{
|
||||
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
|
||||
CPhazonSuitFilter& filter)
|
||||
{
|
||||
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
|
||||
|
||||
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
|
||||
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
|
||||
boo::ITexture* texs[4];
|
||||
int texBindIdxs[4];
|
||||
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 1;
|
||||
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
bufs[0] = filter.m_uniBufBlurY;
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 2;
|
||||
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
bufs[0] = filter.m_uniBuf;
|
||||
size_t texCount;
|
||||
if (filter.m_indTex)
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = filter.m_indTex->GetBooTexture();
|
||||
texBindIdxs[1] = 0;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 1;
|
||||
texs[3] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[3] = 2;
|
||||
texCount = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[1] = 1;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 2;
|
||||
texCount = 3;
|
||||
}
|
||||
|
||||
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
|
||||
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
TShader<CPhazonSuitFilter>::IDataBindingFactory*
|
||||
CPhazonSuitFilter::Initialize(boo::GLDataFactory::Context& ctx)
|
||||
{
|
||||
const char* uniNames[] = {"PhazonSuitUniform"};
|
||||
const char* texNames[] = {"screenTex", "indTex", "maskTex", "maskTexBlur"};
|
||||
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, 4, texNames, 1, uniNames, boo::BlendFactor::One,
|
||||
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
texNames[1] = "maskTex";
|
||||
texNames[2] = "maskTexBlur";
|
||||
s_Pipeline = ctx.newShaderPipeline(VS, FS, 3, texNames, 1, uniNames, boo::BlendFactor::One,
|
||||
boo::BlendFactor::One, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
uniNames[0] = "PhazonSuitBlurUniform";
|
||||
texNames[0] = "maskTex";
|
||||
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, 1, texNames, 1, uniNames, boo::BlendFactor::One,
|
||||
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, false, true, boo::CullMode::None);
|
||||
return new CPhazonSuitFilterGLDataBindingFactory;
|
||||
}
|
||||
|
||||
#if BOO_HAS_VULKAN
|
||||
TShader<CPhazonSuitFilter>::IDataBindingFactory*
|
||||
CPhazonSuitFilter::Initialize(boo::VulkanDataFactory::Context& ctx)
|
||||
{
|
||||
const boo::VertexElementDescriptor VtxVmt[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
|
||||
};
|
||||
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
|
||||
const boo::VertexElementDescriptor BlurVtxVmt[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4}
|
||||
};
|
||||
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
|
||||
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt, boo::BlendFactor::One,
|
||||
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::One,
|
||||
boo::BlendFactor::One, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt, boo::BlendFactor::One,
|
||||
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, false, true, boo::CullMode::None);
|
||||
return new CPhazonSuitFilterVulkanDataBindingFactory;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
0
Runtime/Graphics/Shaders/CPhazonSuitFilterHLSL.cpp
Normal file
0
Runtime/Graphics/Shaders/CPhazonSuitFilterHLSL.cpp
Normal file
255
Runtime/Graphics/Shaders/CPhazonSuitFilterMetal.cpp
Normal file
255
Runtime/Graphics/Shaders/CPhazonSuitFilterMetal.cpp
Normal file
@@ -0,0 +1,255 @@
|
||||
#include "CPhazonSuitFilter.hpp"
|
||||
#include "TShader.hpp"
|
||||
#include "Graphics/CTexture.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
static const char* VS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 posIn [[ attribute(0) ]];\n"
|
||||
" float4 screenUvIn [[ attribute(1) ]];\n"
|
||||
" float4 indUvIn [[ attribute(2) ]];\n"
|
||||
" float4 maskUvIn [[ attribute(3) ]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct PhazonSuitUniform\n"
|
||||
"{\n"
|
||||
" float4 color;\n"
|
||||
" float4 indScaleOff;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 position [[ position ]];\n"
|
||||
" float4 color;\n"
|
||||
" float4 indScaleOff;\n"
|
||||
" float2 screenUv;\n"
|
||||
" float2 indUv;\n"
|
||||
" float2 maskUv;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitUniform& psu [[ buffer(2) ]])\n"
|
||||
"{\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" vtf.color = psu.color;\n"
|
||||
" vtf.indScaleOff = psu.indScaleOff;\n"
|
||||
" vtf.screenUv = v.screenUvIn.xy;\n"
|
||||
" vtf.indUv = v.indUvIn.xy;\n"
|
||||
" vtf.maskUv = v.maskUvIn.xy;\n"
|
||||
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
|
||||
" return vtf;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* IndFS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"constexpr sampler samp(address::repeat, filter::linear);\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 position [[ position ]];\n"
|
||||
" float4 color;\n"
|
||||
" float4 indScaleOff;\n"
|
||||
" float2 screenUv;\n"
|
||||
" float2 indUv;\n"
|
||||
" float2 maskUv;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
|
||||
" texture2d<float> screenTex [[ texture(0) ]],\n"
|
||||
" texture2d<float> indTex [[ texture(1) ]],\n"
|
||||
" texture2d<float> maskTex [[ texture(2) ]],\n"
|
||||
" texture2d<float> maskTexBlur [[ texture(3) ]])\n"
|
||||
"{\n"
|
||||
" float2 indUv = (indTex.sample(samp, vtf.indUv).rg - float2(0.5, 0.5)) * \n"
|
||||
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
|
||||
" return vtf.color * screenTex.sample(samp, indUv + vtf.screenUv) * \n"
|
||||
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\n"
|
||||
"}\n";
|
||||
|
||||
static const char* FS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"constexpr sampler samp(address::repeat, filter::linear);\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 color;\n"
|
||||
" float4 indScaleOff;\n"
|
||||
" float2 screenUv;\n"
|
||||
" float2 indUv;\n"
|
||||
" float2 maskUv;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
|
||||
" texture2d<float> screenTex [[ texture(0) ]],\n"
|
||||
" texture2d<float> maskTex [[ texture(1) ]],\n"
|
||||
" texture2d<float> maskTexBlur [[ texture(2) ]])\n"
|
||||
"{\n"
|
||||
" return vtf.color * screenTex.sample(samp, vtf.screenUv) * \n"
|
||||
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\n"
|
||||
"}\n";
|
||||
|
||||
static const char* BlurVS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 posIn [[ attribute(0) ]];\n"
|
||||
" float4 uvIn [[ attribute(1) ]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct PhazonSuitBlurUniform\n"
|
||||
"{\n"
|
||||
" float4 blurDir;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 position [[ position ]];\n"
|
||||
" float2 uv;\n"
|
||||
" float2 blurDir;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitBlurUniform& psu [[ buffer(2) ]])\n"
|
||||
"{\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" vtf.uv = uvIn.xy;\n"
|
||||
" vtf.blurDir = blurDir.xy;\n"
|
||||
" vtf.position = float4(posIn.xyz, 1.0);\n"
|
||||
" return vtf;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* BlurFS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"constexpr sampler samp(address::repeat, filter::linear);\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 position [[ position ]];\n"
|
||||
" float2 uv;\n"
|
||||
" float2 blurDir;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
|
||||
" texture2d<float> maskTex [[ texture(0) ]])\n"
|
||||
"{\n"
|
||||
" //this will be our alpha sum\n"
|
||||
" float sum = 0.0;\n"
|
||||
"\n"
|
||||
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
|
||||
"\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
|
||||
"\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv).a * 0.2270270270;\n"
|
||||
"\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
|
||||
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
|
||||
"\n"
|
||||
" return float4(1.0, 1.0, 1.0, sum);\n"
|
||||
"}\n";
|
||||
|
||||
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
|
||||
|
||||
static boo::IVertexFormat* s_VtxFmt = nullptr;
|
||||
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
|
||||
static boo::IShaderPipeline* s_IndPipeline = nullptr;
|
||||
static boo::IShaderPipeline* s_Pipeline = nullptr;
|
||||
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
|
||||
|
||||
struct CPhazonSuitFilterMetalDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
|
||||
{
|
||||
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
|
||||
CPhazonSuitFilter& filter)
|
||||
{
|
||||
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
|
||||
|
||||
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
|
||||
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
|
||||
boo::ITexture* texs[4];
|
||||
int texBindIdxs[4];
|
||||
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 1;
|
||||
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
bufs[0] = filter.m_uniBufBlurY;
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 2;
|
||||
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
|
||||
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
|
||||
|
||||
bufs[0] = filter.m_uniBuf;
|
||||
size_t texCount;
|
||||
if (filter.m_indTex)
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = filter.m_indTex->GetBooTexture();
|
||||
texBindIdxs[1] = 0;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 1;
|
||||
texs[3] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[3] = 2;
|
||||
texCount = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
texs[0] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[0] = 0;
|
||||
texs[1] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[1] = 1;
|
||||
texs[2] = CGraphics::g_SpareTexture;
|
||||
texBindIdxs[2] = 2;
|
||||
texCount = 3;
|
||||
}
|
||||
|
||||
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
|
||||
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
|
||||
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
|
||||
}
|
||||
};
|
||||
|
||||
TShader<CPhazonSuitFilter>::IDataBindingFactory*
|
||||
CPhazonSuitFilter::Initialize(boo::MetalDataFactory::Context& ctx)
|
||||
{
|
||||
const boo::VertexElementDescriptor VtxVmt[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
|
||||
};
|
||||
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
|
||||
const boo::VertexElementDescriptor BlurVtxVmt[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4}
|
||||
};
|
||||
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
|
||||
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt,
|
||||
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
|
||||
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt,
|
||||
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
|
||||
boo::BlendFactor::One, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, true, false, boo::CullMode::None);
|
||||
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt,
|
||||
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
|
||||
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
|
||||
boo::ZTest::None, false, false, true, boo::CullMode::None);
|
||||
return new CPhazonSuitFilterMetalDataBindingFactory;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user